/*************************************************************************/ /* material_storage.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ #ifdef GLES3_ENABLED #include "material_storage.h" #include "config.h" #include "texture_storage.h" #include "drivers/gles3/rasterizer_canvas_gles3.h" using namespace GLES3; MaterialStorage *MaterialStorage::singleton = nullptr; MaterialStorage *MaterialStorage::get_singleton() { return singleton; } MaterialStorage::MaterialStorage() { singleton = this; shaders.copy.initialize(); shaders.copy_version = shaders.copy.version_create(); //TODO shaders.copy.version_bind_shader(shaders.copy_version, CopyShaderGLES3::MODE_COPY_SECTION); //shaders.cubemap_filter.init(); //bool ggx_hq = GLOBAL_GET("rendering/quality/reflections/high_quality_ggx"); //shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::LOW_QUALITY, !ggx_hq); } MaterialStorage::~MaterialStorage() { shaders.copy.version_free(shaders.copy_version); singleton = nullptr; } /* GLOBAL VARIABLE API */ void MaterialStorage::global_variable_add(const StringName &p_name, RS::GlobalVariableType p_type, const Variant &p_value) { } void MaterialStorage::global_variable_remove(const StringName &p_name) { } Vector MaterialStorage::global_variable_get_list() const { return Vector(); } void MaterialStorage::global_variable_set(const StringName &p_name, const Variant &p_value) { } void MaterialStorage::global_variable_set_override(const StringName &p_name, const Variant &p_value) { } Variant MaterialStorage::global_variable_get(const StringName &p_name) const { return Variant(); } RS::GlobalVariableType MaterialStorage::global_variable_get_type(const StringName &p_name) const { return RS::GLOBAL_VAR_TYPE_MAX; } void MaterialStorage::global_variables_load_settings(bool p_load_textures) { } void MaterialStorage::global_variables_clear() { } int32_t MaterialStorage::global_variables_instance_allocate(RID p_instance) { return 0; } void MaterialStorage::global_variables_instance_free(RID p_instance) { } void MaterialStorage::global_variables_instance_update(RID p_instance, int p_index, const Variant &p_value) { } /* SHADER API */ void MaterialStorage::_shader_make_dirty(Shader *p_shader) { if (p_shader->dirty_list.in_list()) { return; } _shader_dirty_list.add(&p_shader->dirty_list); } RID MaterialStorage::shader_allocate() { Shader *shader = memnew(Shader); shader->mode = RS::SHADER_CANVAS_ITEM; //shader->shader = &scene->state.scene_shader; RID rid = shader_owner.make_rid(shader); _shader_make_dirty(shader); shader->self = rid; return rid; } void MaterialStorage::shader_initialize(RID p_rid) { // noop } //RID MaterialStorage::shader_create() { // Shader *shader = memnew(Shader); // shader->mode = RS::SHADER_SPATIAL; // shader->shader = &scene->state.scene_shader; // RID rid = shader_owner.make_rid(shader); // _shader_make_dirty(shader); // shader->self = rid; // return rid; //} void MaterialStorage::shader_free(RID p_rid) { Shader *shader = shader_owner.get_or_null(p_rid); if (shader->shader && shader->version.is_valid()) { shader->shader->version_free(shader->version); } if (shader->dirty_list.in_list()) { _shader_dirty_list.remove(&shader->dirty_list); } while (shader->materials.first()) { Material *m = shader->materials.first()->self(); m->shader = nullptr; _material_make_dirty(m); shader->materials.remove(shader->materials.first()); } shader_owner.free(p_rid); memdelete(shader); } void MaterialStorage::shader_set_code(RID p_shader, const String &p_code) { Shader *shader = shader_owner.get_or_null(p_shader); ERR_FAIL_COND(!shader); shader->code = p_code; String mode_string = ShaderLanguage::get_shader_type(p_code); RS::ShaderMode mode; if (mode_string == "canvas_item") { mode = RS::SHADER_CANVAS_ITEM; } else if (mode_string == "particles") { mode = RS::SHADER_PARTICLES; } else if (mode_string == "sky") { mode = RS::SHADER_SKY; } else if (mode_string == "spatial") { mode = RS::SHADER_SPATIAL; } else { mode = RS::SHADER_MAX; ERR_PRINT("shader type " + mode_string + " not supported in OpenGL renderer"); } if (shader->version.is_valid() && mode != shader->mode) { shader->shader->version_free(shader->version); shader->version = RID(); } shader->mode = mode; // TODO handle all shader types if (mode == RS::SHADER_CANVAS_ITEM) { shader->shader = &RasterizerCanvasGLES3::get_singleton()->state.canvas_shader; } else if (mode == RS::SHADER_SPATIAL) { //shader->shader = &scene->state.scene_shader; } else if (mode == RS::SHADER_PARTICLES) { } else if (mode == RS::SHADER_SKY) { } else { return; } if (shader->version.is_null() && shader->shader) { shader->version = shader->shader->version_create(); } _shader_make_dirty(shader); } String MaterialStorage::shader_get_code(RID p_shader) const { const Shader *shader = shader_owner.get_or_null(p_shader); ERR_FAIL_COND_V(!shader, ""); return shader->code; } void MaterialStorage::shader_get_param_list(RID p_shader, List *p_param_list) const { Shader *shader = shader_owner.get_or_null(p_shader); ERR_FAIL_COND(!shader); if (shader->dirty_list.in_list()) { _update_shader(shader); } Map order; for (Map::Element *E = shader->uniforms.front(); E; E = E->next()) { if (E->get().texture_order >= 0) { order[E->get().texture_order + 100000] = E->key(); } else { order[E->get().order] = E->key(); } } for (Map::Element *E = order.front(); E; E = E->next()) { PropertyInfo pi; ShaderLanguage::ShaderNode::Uniform &u = shader->uniforms[E->get()]; pi.name = E->get(); switch (u.type) { case ShaderLanguage::TYPE_VOID: { pi.type = Variant::NIL; } break; case ShaderLanguage::TYPE_BOOL: { pi.type = Variant::BOOL; } break; // bool vectors case ShaderLanguage::TYPE_BVEC2: { pi.type = Variant::INT; pi.hint = PROPERTY_HINT_FLAGS; pi.hint_string = "x,y"; } break; case ShaderLanguage::TYPE_BVEC3: { pi.type = Variant::INT; pi.hint = PROPERTY_HINT_FLAGS; pi.hint_string = "x,y,z"; } break; case ShaderLanguage::TYPE_BVEC4: { pi.type = Variant::INT; pi.hint = PROPERTY_HINT_FLAGS; pi.hint_string = "x,y,z,w"; } break; // int stuff case ShaderLanguage::TYPE_UINT: case ShaderLanguage::TYPE_INT: { pi.type = Variant::INT; if (u.hint == ShaderLanguage::ShaderNode::Uniform::HINT_RANGE) { pi.hint = PROPERTY_HINT_RANGE; pi.hint_string = rtos(u.hint_range[0]) + "," + rtos(u.hint_range[1]) + "," + rtos(u.hint_range[2]); } } break; case ShaderLanguage::TYPE_IVEC2: case ShaderLanguage::TYPE_UVEC2: case ShaderLanguage::TYPE_IVEC3: case ShaderLanguage::TYPE_UVEC3: case ShaderLanguage::TYPE_IVEC4: case ShaderLanguage::TYPE_UVEC4: { // not sure what this should be in godot 4 // pi.type = Variant::POOL_INT_ARRAY; pi.type = Variant::PACKED_INT32_ARRAY; } break; case ShaderLanguage::TYPE_FLOAT: { pi.type = Variant::FLOAT; if (u.hint == ShaderLanguage::ShaderNode::Uniform::HINT_RANGE) { pi.hint = PROPERTY_HINT_RANGE; pi.hint_string = rtos(u.hint_range[0]) + "," + rtos(u.hint_range[1]) + "," + rtos(u.hint_range[2]); } } break; case ShaderLanguage::TYPE_VEC2: { pi.type = Variant::VECTOR2; } break; case ShaderLanguage::TYPE_VEC3: { pi.type = Variant::VECTOR3; } break; case ShaderLanguage::TYPE_VEC4: { if (u.hint == ShaderLanguage::ShaderNode::Uniform::HINT_COLOR) { pi.type = Variant::COLOR; } else { pi.type = Variant::QUATERNION; } } break; case ShaderLanguage::TYPE_MAT2: { pi.type = Variant::TRANSFORM2D; } break; case ShaderLanguage::TYPE_MAT3: { pi.type = Variant::BASIS; } break; case ShaderLanguage::TYPE_MAT4: { pi.type = Variant::TRANSFORM3D; } break; case ShaderLanguage::TYPE_SAMPLER2D: // case ShaderLanguage::TYPE_SAMPLEREXT: case ShaderLanguage::TYPE_ISAMPLER2D: case ShaderLanguage::TYPE_USAMPLER2D: { pi.type = Variant::OBJECT; pi.hint = PROPERTY_HINT_RESOURCE_TYPE; pi.hint_string = "Texture"; } break; case ShaderLanguage::TYPE_SAMPLERCUBE: { pi.type = Variant::OBJECT; pi.hint = PROPERTY_HINT_RESOURCE_TYPE; pi.hint_string = "CubeMap"; } break; case ShaderLanguage::TYPE_SAMPLER2DARRAY: case ShaderLanguage::TYPE_ISAMPLER2DARRAY: case ShaderLanguage::TYPE_USAMPLER2DARRAY: case ShaderLanguage::TYPE_SAMPLER3D: case ShaderLanguage::TYPE_ISAMPLER3D: case ShaderLanguage::TYPE_USAMPLER3D: { // Not implemented in OpenGL } break; // new for godot 4 case ShaderLanguage::TYPE_SAMPLERCUBEARRAY: case ShaderLanguage::TYPE_STRUCT: case ShaderLanguage::TYPE_MAX: { } break; } p_param_list->push_back(pi); } } void MaterialStorage::shader_set_default_texture_param(RID p_shader, const StringName &p_name, RID p_texture, int p_index) { Shader *shader = shader_owner.get_or_null(p_shader); ERR_FAIL_COND(!shader); ERR_FAIL_COND(p_texture.is_valid() && !TextureStorage::get_singleton()->owns_texture(p_texture)); if (!p_texture.is_valid()) { if (shader->default_textures.has(p_name) && shader->default_textures[p_name].has(p_index)) { shader->default_textures[p_name].erase(p_index); if (shader->default_textures[p_name].is_empty()) { shader->default_textures.erase(p_name); } } } else { if (!shader->default_textures.has(p_name)) { shader->default_textures[p_name] = Map(); } shader->default_textures[p_name][p_index] = p_texture; } _shader_make_dirty(shader); } RID MaterialStorage::shader_get_default_texture_param(RID p_shader, const StringName &p_name, int p_index) const { const Shader *shader = shader_owner.get_or_null(p_shader); ERR_FAIL_COND_V(!shader, RID()); if (shader->default_textures.has(p_name) && shader->default_textures[p_name].has(p_index)) { return shader->default_textures[p_name][p_index]; } return RID(); } void MaterialStorage::_update_shader(Shader *p_shader) const { _shader_dirty_list.remove(&p_shader->dirty_list); p_shader->valid = false; p_shader->uniforms.clear(); if (p_shader->code.is_empty()) { return; //just invalid, but no error } ShaderCompiler::GeneratedCode gen_code; ShaderCompiler::IdentifierActions *actions = nullptr; switch (p_shader->mode) { case RS::SHADER_CANVAS_ITEM: { p_shader->canvas_item.light_mode = Shader::CanvasItem::LIGHT_MODE_NORMAL; p_shader->canvas_item.blend_mode = Shader::CanvasItem::BLEND_MODE_MIX; p_shader->canvas_item.uses_screen_texture = false; p_shader->canvas_item.uses_screen_uv = false; p_shader->canvas_item.uses_time = false; p_shader->canvas_item.uses_modulate = false; p_shader->canvas_item.uses_color = false; p_shader->canvas_item.uses_vertex = false; p_shader->canvas_item.uses_model_matrix = false; p_shader->canvas_item.uses_extra_matrix = false; p_shader->canvas_item.uses_projection_matrix = false; p_shader->canvas_item.uses_instance_custom = false; shaders.actions_canvas.render_mode_values["blend_add"] = Pair(&p_shader->canvas_item.blend_mode, Shader::CanvasItem::BLEND_MODE_ADD); shaders.actions_canvas.render_mode_values["blend_mix"] = Pair(&p_shader->canvas_item.blend_mode, Shader::CanvasItem::BLEND_MODE_MIX); shaders.actions_canvas.render_mode_values["blend_sub"] = Pair(&p_shader->canvas_item.blend_mode, Shader::CanvasItem::BLEND_MODE_SUB); shaders.actions_canvas.render_mode_values["blend_mul"] = Pair(&p_shader->canvas_item.blend_mode, Shader::CanvasItem::BLEND_MODE_MUL); shaders.actions_canvas.render_mode_values["blend_premul_alpha"] = Pair(&p_shader->canvas_item.blend_mode, Shader::CanvasItem::BLEND_MODE_PMALPHA); shaders.actions_canvas.render_mode_values["unshaded"] = Pair(&p_shader->canvas_item.light_mode, Shader::CanvasItem::LIGHT_MODE_UNSHADED); shaders.actions_canvas.render_mode_values["light_only"] = Pair(&p_shader->canvas_item.light_mode, Shader::CanvasItem::LIGHT_MODE_LIGHT_ONLY); shaders.actions_canvas.usage_flag_pointers["SCREEN_UV"] = &p_shader->canvas_item.uses_screen_uv; shaders.actions_canvas.usage_flag_pointers["SCREEN_PIXEL_SIZE"] = &p_shader->canvas_item.uses_screen_uv; shaders.actions_canvas.usage_flag_pointers["SCREEN_TEXTURE"] = &p_shader->canvas_item.uses_screen_texture; shaders.actions_canvas.usage_flag_pointers["TIME"] = &p_shader->canvas_item.uses_time; shaders.actions_canvas.usage_flag_pointers["MODULATE"] = &p_shader->canvas_item.uses_modulate; shaders.actions_canvas.usage_flag_pointers["COLOR"] = &p_shader->canvas_item.uses_color; shaders.actions_canvas.usage_flag_pointers["VERTEX"] = &p_shader->canvas_item.uses_vertex; shaders.actions_canvas.usage_flag_pointers["MODEL_MATRIX"] = &p_shader->canvas_item.uses_model_matrix; shaders.actions_canvas.usage_flag_pointers["EXTRA_MATRIX"] = &p_shader->canvas_item.uses_extra_matrix; shaders.actions_canvas.usage_flag_pointers["PROJECTION_MATRIX"] = &p_shader->canvas_item.uses_projection_matrix; shaders.actions_canvas.usage_flag_pointers["INSTANCE_CUSTOM"] = &p_shader->canvas_item.uses_instance_custom; actions = &shaders.actions_canvas; actions->uniforms = &p_shader->uniforms; } break; case RS::SHADER_SPATIAL: { // TODO remove once 3D is added back return; p_shader->spatial.blend_mode = Shader::Spatial::BLEND_MODE_MIX; p_shader->spatial.depth_draw_mode = Shader::Spatial::DEPTH_DRAW_OPAQUE; p_shader->spatial.cull_mode = Shader::Spatial::CULL_MODE_BACK; p_shader->spatial.uses_alpha = false; p_shader->spatial.uses_alpha_scissor = false; p_shader->spatial.uses_discard = false; p_shader->spatial.unshaded = false; p_shader->spatial.no_depth_test = false; p_shader->spatial.uses_sss = false; p_shader->spatial.uses_time = false; p_shader->spatial.uses_vertex_lighting = false; p_shader->spatial.uses_screen_texture = false; p_shader->spatial.uses_depth_texture = false; p_shader->spatial.uses_vertex = false; p_shader->spatial.uses_tangent = false; p_shader->spatial.uses_ensure_correct_normals = false; p_shader->spatial.writes_modelview_or_projection = false; p_shader->spatial.uses_world_coordinates = false; shaders.actions_scene.render_mode_values["blend_add"] = Pair(&p_shader->spatial.blend_mode, Shader::Spatial::BLEND_MODE_ADD); shaders.actions_scene.render_mode_values["blend_mix"] = Pair(&p_shader->spatial.blend_mode, Shader::Spatial::BLEND_MODE_MIX); shaders.actions_scene.render_mode_values["blend_sub"] = Pair(&p_shader->spatial.blend_mode, Shader::Spatial::BLEND_MODE_SUB); shaders.actions_scene.render_mode_values["blend_mul"] = Pair(&p_shader->spatial.blend_mode, Shader::Spatial::BLEND_MODE_MUL); shaders.actions_scene.render_mode_values["depth_draw_opaque"] = Pair(&p_shader->spatial.depth_draw_mode, Shader::Spatial::DEPTH_DRAW_OPAQUE); shaders.actions_scene.render_mode_values["depth_draw_always"] = Pair(&p_shader->spatial.depth_draw_mode, Shader::Spatial::DEPTH_DRAW_ALWAYS); shaders.actions_scene.render_mode_values["depth_draw_never"] = Pair(&p_shader->spatial.depth_draw_mode, Shader::Spatial::DEPTH_DRAW_NEVER); shaders.actions_scene.render_mode_values["depth_draw_alpha_prepass"] = Pair(&p_shader->spatial.depth_draw_mode, Shader::Spatial::DEPTH_DRAW_ALPHA_PREPASS); shaders.actions_scene.render_mode_values["cull_front"] = Pair(&p_shader->spatial.cull_mode, Shader::Spatial::CULL_MODE_FRONT); shaders.actions_scene.render_mode_values["cull_back"] = Pair(&p_shader->spatial.cull_mode, Shader::Spatial::CULL_MODE_BACK); shaders.actions_scene.render_mode_values["cull_disabled"] = Pair(&p_shader->spatial.cull_mode, Shader::Spatial::CULL_MODE_DISABLED); shaders.actions_scene.render_mode_flags["unshaded"] = &p_shader->spatial.unshaded; shaders.actions_scene.render_mode_flags["depth_test_disable"] = &p_shader->spatial.no_depth_test; shaders.actions_scene.render_mode_flags["vertex_lighting"] = &p_shader->spatial.uses_vertex_lighting; shaders.actions_scene.render_mode_flags["world_vertex_coords"] = &p_shader->spatial.uses_world_coordinates; shaders.actions_scene.render_mode_flags["ensure_correct_normals"] = &p_shader->spatial.uses_ensure_correct_normals; shaders.actions_scene.usage_flag_pointers["ALPHA"] = &p_shader->spatial.uses_alpha; shaders.actions_scene.usage_flag_pointers["ALPHA_SCISSOR"] = &p_shader->spatial.uses_alpha_scissor; shaders.actions_scene.usage_flag_pointers["SSS_STRENGTH"] = &p_shader->spatial.uses_sss; shaders.actions_scene.usage_flag_pointers["DISCARD"] = &p_shader->spatial.uses_discard; shaders.actions_scene.usage_flag_pointers["SCREEN_TEXTURE"] = &p_shader->spatial.uses_screen_texture; shaders.actions_scene.usage_flag_pointers["DEPTH_TEXTURE"] = &p_shader->spatial.uses_depth_texture; shaders.actions_scene.usage_flag_pointers["TIME"] = &p_shader->spatial.uses_time; // Use of any of these BUILTINS indicate the need for transformed tangents. // This is needed to know when to transform tangents in software skinning. shaders.actions_scene.usage_flag_pointers["TANGENT"] = &p_shader->spatial.uses_tangent; shaders.actions_scene.usage_flag_pointers["NORMALMAP"] = &p_shader->spatial.uses_tangent; shaders.actions_scene.write_flag_pointers["MODELVIEW_MATRIX"] = &p_shader->spatial.writes_modelview_or_projection; shaders.actions_scene.write_flag_pointers["PROJECTION_MATRIX"] = &p_shader->spatial.writes_modelview_or_projection; shaders.actions_scene.write_flag_pointers["VERTEX"] = &p_shader->spatial.uses_vertex; actions = &shaders.actions_scene; actions->uniforms = &p_shader->uniforms; } break; default: { return; } break; } Error err = shaders.compiler.compile(p_shader->mode, p_shader->code, actions, p_shader->path, gen_code); if (err != OK) { return; } Vector texture_uniform_names; for (int i = 0; i < gen_code.texture_uniforms.size(); i++) { texture_uniform_names.push_back(gen_code.texture_uniforms[i].name); } p_shader->shader->version_set_code(p_shader->version, gen_code.code, gen_code.uniforms, gen_code.stage_globals[ShaderCompiler::STAGE_VERTEX], gen_code.stage_globals[ShaderCompiler::STAGE_FRAGMENT], gen_code.defines, texture_uniform_names); p_shader->texture_uniforms = gen_code.texture_uniforms; p_shader->uses_vertex_time = gen_code.uses_vertex_time; p_shader->uses_fragment_time = gen_code.uses_fragment_time; for (SelfList *E = p_shader->materials.first(); E; E = E->next()) { _material_make_dirty(E->self()); } p_shader->valid = true; } void MaterialStorage::update_dirty_shaders() { while (_shader_dirty_list.first()) { _update_shader(_shader_dirty_list.first()->self()); } } /* MATERIAL API */ void MaterialStorage::_material_make_dirty(Material *p_material) const { if (p_material->dirty_list.in_list()) { return; } _material_dirty_list.add(&p_material->dirty_list); } void MaterialStorage::_update_material(Material *p_material) { if (p_material->dirty_list.in_list()) { _material_dirty_list.remove(&p_material->dirty_list); } if (p_material->shader && p_material->shader->dirty_list.in_list()) { _update_shader(p_material->shader); } if (p_material->shader && !p_material->shader->valid) { return; } { if (p_material->shader && p_material->shader->mode == RS::SHADER_SPATIAL) { bool can_cast_shadow = false; bool is_animated = false; if (p_material->shader->spatial.blend_mode == Shader::Spatial::BLEND_MODE_MIX && (!p_material->shader->spatial.uses_alpha || p_material->shader->spatial.depth_draw_mode == Shader::Spatial::DEPTH_DRAW_ALPHA_PREPASS)) { can_cast_shadow = true; } if (p_material->shader->spatial.uses_discard && p_material->shader->uses_fragment_time) { is_animated = true; } if (p_material->shader->spatial.uses_vertex && p_material->shader->uses_vertex_time) { is_animated = true; } if (can_cast_shadow != p_material->can_cast_shadow_cache || is_animated != p_material->is_animated_cache) { p_material->can_cast_shadow_cache = can_cast_shadow; p_material->is_animated_cache = is_animated; /* for (Map::Element *E = p_material->geometry_owners.front(); E; E = E->next()) { E->key()->material_changed_notify(); } for (Map::Element *E = p_material->instance_owners.front(); E; E = E->next()) { E->key()->base_changed(false, true); } */ } } } // uniforms and other things will be set in the use_material method in ShaderGLES3 if (p_material->shader && p_material->shader->texture_uniforms.size() > 0) { p_material->textures.resize(p_material->shader->texture_uniforms.size()); for (Map::Element *E = p_material->shader->uniforms.front(); E; E = E->next()) { if (E->get().texture_order < 0) { continue; // not a texture, does not go here } RID texture; Map::Element *V = p_material->params.find(E->key()); if (V) { texture = V->get(); } if (!texture.is_valid()) { Map>::Element *W = p_material->shader->default_textures.find(E->key()); // TODO: make texture uniform array properly works with GLES3 if (W && W->get().has(0)) { texture = W->get()[0]; } } p_material->textures.write[E->get().texture_order] = Pair(E->key(), texture); } } else { p_material->textures.clear(); } } RID MaterialStorage::material_allocate() { Material *material = memnew(Material); return material_owner.make_rid(material); } void MaterialStorage::material_initialize(RID p_rid) { } //RID MaterialStorage::material_create() { // Material *material = memnew(Material); // return material_owner.make_rid(material); //} void MaterialStorage::material_free(RID p_rid) { Material *m = material_owner.get_or_null(p_rid); if (m->shader) { m->shader->materials.remove(&m->list); } /* for (Map::Element *E = m->geometry_owners.front(); E; E = E->next()) { Geometry *g = E->key(); g->material = RID(); } for (Map::Element *E = m->instance_owners.front(); E; E = E->next()) { InstanceBaseDependency *ins = E->key(); if (ins->material_override == p_rid) { ins->material_override = RID(); } for (int i = 0; i < ins->materials.size(); i++) { if (ins->materials[i] == p_rid) { ins->materials.write[i] = RID(); } } } */ material_owner.free(p_rid); memdelete(m); } void MaterialStorage::material_set_shader(RID p_material, RID p_shader) { Material *material = material_owner.get_or_null(p_material); ERR_FAIL_COND(!material); Shader *shader = get_shader(p_shader); if (material->shader) { // if a shader is present, remove the old shader material->shader->materials.remove(&material->list); } material->shader = shader; if (shader) { shader->materials.add(&material->list); } _material_make_dirty(material); } void MaterialStorage::material_set_param(RID p_material, const StringName &p_param, const Variant &p_value) { Material *material = material_owner.get_or_null(p_material); ERR_FAIL_COND(!material); if (p_value.get_type() == Variant::NIL) { material->params.erase(p_param); } else { material->params[p_param] = p_value; } _material_make_dirty(material); } Variant MaterialStorage::material_get_param(RID p_material, const StringName &p_param) const { const Material *material = material_owner.get_or_null(p_material); ERR_FAIL_COND_V(!material, RID()); if (material->params.has(p_param)) { return material->params[p_param]; } return material_get_param_default(p_material, p_param); } void MaterialStorage::material_set_next_pass(RID p_material, RID p_next_material) { Material *material = material_owner.get_or_null(p_material); ERR_FAIL_COND(!material); material->next_pass = p_next_material; } void MaterialStorage::material_set_render_priority(RID p_material, int priority) { ERR_FAIL_COND(priority < RS::MATERIAL_RENDER_PRIORITY_MIN); ERR_FAIL_COND(priority > RS::MATERIAL_RENDER_PRIORITY_MAX); Material *material = material_owner.get_or_null(p_material); ERR_FAIL_COND(!material); material->render_priority = priority; } bool MaterialStorage::material_is_animated(RID p_material) { Material *material = material_owner.get_or_null(p_material); ERR_FAIL_COND_V(!material, false); if (material->dirty_list.in_list()) { _update_material(material); } bool animated = material->is_animated_cache; if (!animated && material->next_pass.is_valid()) { animated = material_is_animated(material->next_pass); } return animated; } bool MaterialStorage::material_casts_shadows(RID p_material) { Material *material = material_owner.get_or_null(p_material); ERR_FAIL_COND_V(!material, false); if (material->dirty_list.in_list()) { _update_material(material); } bool casts_shadows = material->can_cast_shadow_cache; if (!casts_shadows && material->next_pass.is_valid()) { casts_shadows = material_casts_shadows(material->next_pass); } return casts_shadows; } Variant MaterialStorage::material_get_param_default(RID p_material, const StringName &p_param) const { const Material *material = material_owner.get_or_null(p_material); ERR_FAIL_COND_V(!material, Variant()); if (material->shader) { if (material->shader->uniforms.has(p_param)) { ShaderLanguage::ShaderNode::Uniform uniform = material->shader->uniforms[p_param]; Vector default_value = uniform.default_value; return ShaderLanguage::constant_value_to_variant(default_value, uniform.type, uniform.hint); } } return Variant(); } void MaterialStorage::update_dirty_materials() { while (_material_dirty_list.first()) { Material *material = _material_dirty_list.first()->self(); _update_material(material); } } /* are these still used? */ RID MaterialStorage::material_get_shader(RID p_material) const { const Material *material = material_owner.get_or_null(p_material); ERR_FAIL_COND_V(!material, RID()); if (material->shader) { return material->shader->self; } return RID(); } void MaterialStorage::material_set_line_width(RID p_material, float p_width) { Material *material = material_owner.get_or_null(p_material); ERR_FAIL_COND(!material); material->line_width = p_width; } bool MaterialStorage::material_uses_tangents(RID p_material) { Material *material = material_owner.get_or_null(p_material); ERR_FAIL_COND_V(!material, false); if (!material->shader) { return false; } if (material->shader->dirty_list.in_list()) { _update_shader(material->shader); } return material->shader->spatial.uses_tangent; } bool MaterialStorage::material_uses_ensure_correct_normals(RID p_material) { Material *material = material_owner.get_or_null(p_material); ERR_FAIL_COND_V(!material, false); if (!material->shader) { return false; } if (material->shader->dirty_list.in_list()) { _update_shader(material->shader); } return material->shader->spatial.uses_ensure_correct_normals; } void MaterialStorage::material_add_instance_owner(RID p_material, RendererStorage::DependencyTracker *p_instance) { /* Material *material = material_owner.get_or_null(p_material); ERR_FAIL_COND(!material); Map::Element *E = material->instance_owners.find(p_instance); if (E) { E->get()++; } else { material->instance_owners[p_instance] = 1; } */ } void MaterialStorage::material_remove_instance_owner(RID p_material, RendererStorage::DependencyTracker *p_instance) { /* Material *material = material_owner.get_or_null(p_material); ERR_FAIL_COND(!material); Map::Element *E = material->instance_owners.find(p_instance); ERR_FAIL_COND(!E); E->get()--; if (E->get() == 0) { material->instance_owners.erase(E); } */ } /* void MaterialStorage::_material_add_geometry(RID p_material, Geometry *p_geometry) { Material *material = material_owner.get_or_null(p_material); ERR_FAIL_COND(!material); Map::Element *I = material->geometry_owners.find(p_geometry); if (I) { I->get()++; } else { material->geometry_owners[p_geometry] = 1; } } void MaterialStorage::_material_remove_geometry(RID p_material, Geometry *p_geometry) { Material *material = material_owner.get_or_null(p_material); ERR_FAIL_COND(!material); Map::Element *I = material->geometry_owners.find(p_geometry); ERR_FAIL_COND(!I); I->get()--; if (I->get() == 0) { material->geometry_owners.erase(I); } } */ #endif // !GLES3_ENABLED